Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: WMCoolmon on May 06, 2005, 02:30:19 am
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The Myrmidon's crappy (IMHO) gun arrangement annoyed me, so I present to you a fixed version...pending positive replies, it'll go in the mediaVP. Although it may slightly change balance, it does give a good reason to use the two-gun slot on the myrmi. ;)
Otherwise, it's just a nice little mod for those overly nitpicky. :D
Edit: Performs a bit like a Herc.
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Why did you think the arrangement crappy, out of curiosity? Did you think that the quad slot's shots should be more spaced apart? Personally, I like them spaced relatively closer together; it gives a greater chance of all four bolts actually hitting your target. As much as I love the original Herc, there would be times when you'd be right on an enemy's tail, especially something like a Dragon, Thoth, or Horus, and your shots would almost be too spaced-out to all impact the ship. I can understand that you may prefer this layout, but I don't necessarily think that it should go into the MediaVP; there's no real pressing issue for changing it, and I was under the impression that the general consensus was to not change the turret placements of the canon ships when making new models.
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Don't mess with the Myrmidon.
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I like what he did, though. It's more realistic. I DONT see a problem with it at all....
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Originally posted by BlackDove
Don't mess with the Myrmidon.
I'd have to second this. The gun points are how they are for a reason.
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How does it affect Multiplayer if you have a different ship model?
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It'll still be valid.
I had a friend who had a modified erinyes that had like 4 more gunpoints... he used it all the time. Probably sucked his energy reserves dry faster than anything, though.
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But how's it calculated? Aren't gun shots the responsibility of the host game? So yeah, they'd suck his energy dry. But then would having only one gunpoint give you more energy?
The question I'm asking is more will the player with the modified model get to have his hits connect, or will the shots that actually land on the host machine be the ones that matter? If so, changing this is probably a VERY bad idea. I have no idea how you'd validate models themselves, but that almost seems necessary.
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Actually I'm leaning towards no after playing for a bit. The primary gun arrangement is too much like the Hercules.
The reason I think it's crappy is because it's obviously not how it was supposed to be. There are three different types of holes - many small holes, four large holes, and the arms. The missile arrangement is completely silly, except for the last bank; the first one has 2/3 of its missile spots in the left and right halves of the right missile pod and the other third in the middle of the left missile pod. The left one has 2/3 of its missile slots in the left and right halves as well (IIRC), but then has two spots in each arm. The lasers came out of the same type of holes as the missiles.
Considering how the weapon holes are done on the ship/textures, I suspect how I did it is how it was originally, but then it got changed.
Just going by the textures, it looks like the ship would carry four lasers, 26 small missile launch points, and four big missiles. This might be the origin of the Helios entry for the Myrmidon.
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While I do sort of agree with you on the missile hole bit, I feel like the texture matches the loadout pretty well. There are 6 gunports right over the cockpit, all distinct and different from the missile ports. There are also three distinct sizes of missile holes: the small ones on the inner and outer sides of the pods, (bank 1), the medium ones in the middle of the pods and on the wingtips (bank 2) and the huge ones beside the gunports (bank three). One would think that a distinct hole size corresponds to a similar missile capability. IMHO, whoever is responsible for the high-poly Myrm made a mistake when they made those outer holes tubes instead of cased holes, since they are quite clearly missile launch ports on the old model. Now the sensibility of having missile pods on the wingtips is another question entirely.
If you want an example of a gun port layout that is clearly wrong based off of the textures, I give you the HercII. The maps for the Herc 2 clearly have no less than 8 gunports, but the actual gun ports are situated exactly between them. I know this was done to make the Herc II not uber, but come on. How hard is it to fix the textures to reflect that?
EDIT2: By the way WMC, bank 1 has half of its firepoints in each pod, not some wierd distribution. It's pretty symmetric actually.
EDIT: There's also the point that clustered weapons near the centerline are far superior to widly spaced guns on the tips of wings. Aldo's Claymore Mk II (I think that's the one, been a while since I had any of them open) was almost impossible to fly, because the shots were so spread that they rarely hit anything. You have the cost in energy of having 8 banks, but only effectively have 2 at any given time and you have to miss to land those.
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Don't.
Mess.
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Originally posted by BlackDove
Don't mess with the Myrmidon.
amen
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I never had a problem with the Myrmidon's gun ports. The gunpoints on the Horus leave much to be desired.......
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I agree, I was just playing through Shrouding the Light and I kept wishing I could have the Valkyrie's gun arrangement. Two normal guns to blow up ships, two middle to nail bombs.
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Try playing through the mission in Derelict called "The third man". When the Persues and Herc Mk2 fighters jump in you are in big trouble.